[Question] Overly Reflective Terrain Textures?

Hello Guys,

I am having trouble with the textures on the terrain (Unity5.5.1) looking overly bright and extremely reflective and don’t know how to stop this. The textures are so reflective that I can clearly see the outlines on the skybox above the terrain. And they look overly metallic/plastic as well, and well make everything look wet, they are basically horrible to look at - it’s not just the grass, but the sand, rocks and asphalt. Whereas the the textures on objects look fine!?!

However, I choose these textures because they came up looking so good on a racing game that I am working on as well and they came up a treat on that. They are the exact same textures and normals used in that game. The settings for the lighting almost the same as the racing game - I’ve tried a number of different textures and they all end up looking the same - like the ones that come in the environment assets as well as a couple I found on the Net and the textures I mentioned in the racing game.

As always any help would be greatly appreciated!

Warmest Regards.

The terrain shader samples the painted texture’s smoothness from the alpha channel. You might have missed it in this window:


The alpha channels of the textures you’re using are most likely entirely white, making it fully smooth and thus reflective.

You could open them up in Photoshop/Gimp and adjust the alpha channel.

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Thankyou for your reply.

Being a complete noob on texturing, I have no idea on “adjusting the alpha channel” or what I am supposed to do! I have Gimp, apparently a requirement for doing anything to do with Unity, but I don’t see what it is that I am supposed to do with the image to adjust the alpha channel. I opened Gimp and added an alpha layer to the image, but, then I couldn’t figure out how to change it? I shut the layers above it down and it just went black. I’m sure it’s very simple but I need an idea of what I am supposed to adjust so I can Google it?

Thankyou and regards.

I’ve never used Gimp before. But in photoshop you would add an alpha layer, and fill it with a white color (fully rough) using the bucket tool. Then save it out as a PSD or TGA file. since PNG files won’t save the alpha channel.

Alternatively, you could use a legacy shader on the terrain in the terrain options, if that looks alright.

Aha! Saving it as a PSD or TGA file is the information I was missing. I’ll try Googling how I change the alpha layer to a solid colour as the bucket tool didn’t seem to work. I try to avoid using Gimp and Blender whenever possible, but, they are the only real alternatives to those REEEAAAALLLLYYYY expensive subscriptions.

Thanks for the Legacy tip - I did start using that and everything improved everything drastically!!! It was soooo much better. It’s just that I don’t like using anything legacy because legacy to me means it could be taken out at any time and I should learn to use the “default” options even if it means more work! To my way of thinking it shouldn’t, but, I suppose the folks at Unity know what they are doing :(. I’m sure Unreal and CryEngine and the others all make us do the same thing when it comes to covering up the terrain.